DM Toolbox: Trap Inspiration
Welcome weary traveler! Dungeons and Dragons (D&D) is a game that is all about exploring unknown territories and taking on challenges. As a Dungeon Master (DM), it's important to keep the players on their toes by introducing traps that are both clever and deadly. Here are a couple of basic traps that you can throw in your next D&D game. All of the traps are designed to be challenging, but not unfair, and can be adapted to fit a variety of settings. Feel free to copy or use these as inspirations for your own traps!
If you are looking for more DM tips and tricks, keep an eye out for anything titled “DM Toolbox” such as DM Toolbox: The Quantum Kobold
The Gravity Well
This trap takes advantage of the players' assumptions about gravity. It is especially effective in settings where gravity is already unstable, such as in a floating castle or in a realm where magic is unpredictable.
Mechanics: When the players enter a room, they will notice that the floor is covered in a layer of dust. If they make a Wisdom (Perception) check above 15, they will notice that the dust seems to be floating in mid-air. If they investigate further, they will discover that there is a gravity well in the center of the room.
The gravity well is a magical anomaly that causes objects to fall towards it. Any creature that gets within 5 feet of the gravity well must make a Dexterity saving throw. On a failed save, the creature will be pulled towards the gravity well and take 3d6 bludgeoning damage. On a successful save, the creature will be able to resist the pull and avoid the damage.
The gravity well has an AC of 20 and 100 hit points. It can also create a gravity vortex that pulls all creatures within 20 feet towards it. Any creature that fails a Strength saving throw will be pulled towards the gravity well and take 5d6 bludgeoning damage.
The Living Wall
Mechanics: The Living Wall is a trap that can be triggered by opening a door or passing through a corridor. As soon as the players enter the area, the wall animates and attacks them. The Living Wall has an AC of 15 and 50 hit points. It can make two slam attacks per turn, dealing 1d6 bludgeoning damage each. However, the Living Wall is vulnerable to fire damage, taking double damage from any fire spells or attacks. In order to escape the Living Wall, the players must destroy it, reduce it to 0 hit points, or find a way to disable the trap. Immunities: Poison, Psychic.
The Rotating Room
Mechanics: The Rotating Room trap is a room that appears normal at first glance, but when the players enter, the door slams shut behind them, and the entire room begins to rotate. The players must make a Dexterity saving throw to avoid falling over as the room starts to spin. On each turn, the players must make another Dexterity saving throw to avoid falling down and taking bludgeoning damage from hitting the walls or furniture. The DC for the saving throws should start at 10 and increase by 2 for each turn that the room rotates. After three turns, the room stops rotating, and the door unlocks. If the players fail three saving throws, they take 1d6 bludgeoning damage for each failure.
Going to use any of these traps? Did they inspire ideas for more dastardly traps? Have any creative trap ideas of your own to share? Let us know in the comments!
Want more inspiration for flavoring your characters? Try Flavoring Your Characters: Physics as Magic!
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